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74 lines
1.9 KiB
74 lines
1.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Auto Repair
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_GAMEMOVEMENT_RECON_H
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#define TF_GAMEMOVEMENT_RECON_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_gamemovement.h"
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#include "tfclassdata_shared.h"
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class CTFMoveData;
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//=============================================================================
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//
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// Recon Game Movement Class
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//
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class CTFGameMovementRecon : public CTFGameMovement
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{
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DECLARE_CLASS( CTFGameMovementRecon, CTFGameMovement );
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public:
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CTFGameMovementRecon();
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// Interface Implementation
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// virtual void ProcessMovement( CTFMoveData *pTFMoveData );
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virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData );
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virtual const Vector &GetPlayerMins( bool bDucked ) const;
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virtual const Vector &GetPlayerMaxs( bool bDucked ) const;
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virtual const Vector &GetPlayerViewOffset( bool bDucked ) const;
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// Purpose:
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virtual void AirMove();
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protected:
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virtual void PostPlayerMove( void );
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void UpdateTimers( void );
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// Purpose: Check the jump button to make various jumps
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bool CheckJumpButton();
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// Check various jump types
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bool CheckWaterJump();
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bool CheckWallJump(CTFMoveData *pTFMove);
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bool CheckBackJump( bool bWasInAir );
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bool CheckStrafeJump( bool bWasInAir );
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bool CheckForwardJump( bool bWasInAir );
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// Resets the impact time
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void ResetWallImpact(CTFMoveData *pTFMove);
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// Implement this if you want to know when the player collides during OnPlayerMove
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virtual void OnTryPlayerMoveCollision( trace_t &tr );
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PlayerClassReconData_t *m_pReconData;
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Vector m_vStandMins;
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Vector m_vStandMaxs;
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Vector m_vStandViewOffset;
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Vector m_vDuckMins;
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Vector m_vDuckMaxs;
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Vector m_vDuckViewOffset;
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bool m_bPerformingAirMove;
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};
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#endif // TF_GAMEMOVEMENT_RECON_H
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